by J.D. Webster
Background: IAF Phantoms bore the brunt of the long range missions into Egypt and Syria. Often unescorted and heavily laden with bombs, they fought their way through heavy missile fire and large numbers of MiGs. Their crews often faced critical decisions such as whether to press on in the face of heavy defenses and limited fuel. This raid on Mansura Airbase was typical. Four attacking Phantoms were jumped by six MiGs during their bomb run. The number three F4 tamed to aid number four and ended up alone against all six MiGs. In a desperate running fight, the defensive Phantom evaded several missiles and multiple cannon attacks eventually escaping to land at a divert base with the fuel gauges reading empty. Ground Units: Hangar x 2; both G-1016. Aircraft shelters x 4: G-0815, 0917, 1011, 1217. POL x 2 (bunkered): both G1215. Parked aircraft: four MiG-21, one per shelter. Air Defenses: SA-2B fire unit, one KS-19 heavy AAA with FCR-A, two M-38 medium AAA, three ZPU-2 light AAA, one EWR-A: all set up anywhere on map G within 7 hexes of a ground unit. All the AAA units are entrenched.
Game Length: 30 turns. Notes 1. The Phantoms are export models, the MiGs are PFMA models, all are camoflauged, all begin unspotted. 2. The MiGs are in a CAP orbit and may only do EZ turns to the right and may not change altitude or speed until the F4s are sighted, detected by the EWR or SAM, or make an air or ground attack. The MiGs may not exit play area as they are base defense aircraft. 3. MiG Loads: Stations 15 = 250L FT; 2,4 = AA-2A IRM; 3 = GSH-23 gun pack. 4. Phantom Loads: Stations 15 = 1200L FT; 2A = TR with three 5001b HE bombs plus an AIM-9B on each; 3 = MR with six 5001b HE bombs. All bombs are low drag. The F4s have DDS-A with 8 flare and 7 chaff. 5. The SA-2 unit is a self contained IAD using its own built in EWR for passdowns. The EWR unit represents a GCI radar for air defense coordination. If the EWR is knocked out or suppressed, the SA-2 may not launch or guide missiles at any F-4 having a MiG within six hexes and three altitude levels of it. 6. Parked aircraft counters represent 3 MiGs each. One is destroyed for each "D" hit inflicted on the shelter. Each MiG destroyed on the ground is worth 10 V.P.s. Treat wooded terrain hexes as clear. 7. The IAF player gets double VPs for POL and runway hex damage. The side with the most points wins. 8. Optionals. Fuel: F-4 Start/bingo= 325/250, MiG Start/ bingo= 200/35 unless all three runway hexes damaged, then bingo = 75. Crew Quality: MiGs are rolled for, IAF crews= R/R, R/N, V/R, N/N. F4 pilot #3 is a Tactics Master with excellent confidence, average eyes and fitness. Roll for all other aircrew attributes and characteristics. Eagles Of The Gulf Part II (Subpart A)
Scenario: EOG-21: MiGs On Our Tails! 14 Oct. 1973 Scenario: EOG-22: Kelt Raids! October 1973 (Solitaire) Scenario: EOG-23: Desperate Fighting! 18-19 October 1973 Scenario: EOG-24: The Sultan's Air War! Autumn 1975 MiG-23BN Charts (slow: 165K) Super Entendard Charts (slow: 142K) IaI Lavi Charts (slow: 160K) Su-17/20 Charts (slow: 166K) Eagles Of The Gulf Part II (Subpart A) (AP # 11)
EOG Aircraft Briefings Scenario: EOG-15: The War of Attrition! 1968-1969 Scenario: EOG-16: Enter the Phantoms! 1970 Scenario: EOG-17: Yom Kippur MiG Strike! 13 October 1973 Scenario: EOG-18: Across the Suez! 6 October 1973 Scenario: EOG-19: Firestorm Over the Golan! 7 October 1973 Scenario: EOG-20: Race to Refidim! 8 October 1973 A4N and Kfir Charts, Map N (extremely slow: 547K) Back to Table of Contents -- Air Power # 12 Back to Air Power List of Issues Back to MagWeb Magazine List © Copyright 1990 by J.D. Webster This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |